C# Class MiningGameServer.GameServer

Show file Open project: geel9/Minor-Destruction Class Usage Examples

Public Properties

Property Type Description
BlockSize int
DroppedItems List
GameMode MiningGameServer.GameModes.ServerGameMode
GameProjectiles MiningGameServer.Entities.ServerProjectile[]
NetworkPlayers List
Random System.Random
ScheduledUpdates List
ServerNetworkManager ServerNetworkManager
WorldBlocks ].BlockData[

Public Methods

Method Description
AbsoluteToTile ( Vector2 tile ) : Vector2
CanWalkThrough ( byte id ) : bool
DestroyBlockGib ( int x, int y ) : void

Destroys a block. Will cause gibbing.

DropItem ( ItemStack stack, Vector2 position, Vector2 velocity = default(Vector2), NetworkPlayer dropper = null ) : void
GameServer ( int port ) : System
GenerateCaves ( ) : void
GenerateOreVein ( int x, int y, byte id, int startX, int startY ) : void
GenerateOres ( ) : void
GenerateTree ( int x, int y ) : void
GenerateTrees ( ) : void
GenerateWorld ( ) : void
GetFreeDroppedItemIndex ( ) : short
GetFreeProjectileSlot ( ) : int
HandleGameEvent ( byte eventID, Packet p, NetworkPlayer player ) : void
HurtBlock ( int x, int y, byte damage ) : void

"Hurts" a block. Will automatically gib if enough damage is done.

ScheduleUpdate ( int x, int y, int frames = 5 ) : void
SendMessageToAll ( string message ) : void
SetBlock ( NetworkPlayer placer, int x, int y, short blockID, bool notify = true, byte metaData ) : void
SetBlock ( int x, int y, short blockID, bool notify = true, byte metaData ) : void
SetBlockMetaData ( int x, int y, byte metadata ) : void
UnscheduleUpdate ( int x, int y ) : void
Update ( GameTime time ) : void
UpdateScheduled ( int x, int y ) : bool

Private Methods

Method Description
GetBlockAt ( Vector2 location ) : BlockData
GetBlockAt ( float x, float y ) : BlockData
GetBlockAt ( int x, int y ) : BlockData

Method Details

AbsoluteToTile() public static method

public static AbsoluteToTile ( Vector2 tile ) : Vector2
tile Vector2
return Vector2

CanWalkThrough() public static method

public static CanWalkThrough ( byte id ) : bool
id byte
return bool

DestroyBlockGib() public static method

Destroys a block. Will cause gibbing.
public static DestroyBlockGib ( int x, int y ) : void
x int X Co-ordinate of the block
y int Y Co-ordinate of the block
return void

DropItem() public static method

public static DropItem ( ItemStack stack, Vector2 position, Vector2 velocity = default(Vector2), NetworkPlayer dropper = null ) : void
stack ItemStack
position Vector2
velocity Vector2
dropper NetworkPlayer
return void

GameServer() public method

public GameServer ( int port ) : System
port int
return System

GenerateCaves() public static method

public static GenerateCaves ( ) : void
return void

GenerateOreVein() public static method

public static GenerateOreVein ( int x, int y, byte id, int startX, int startY ) : void
x int
y int
id byte
startX int
startY int
return void

GenerateOres() public static method

public static GenerateOres ( ) : void
return void

GenerateTree() public method

public GenerateTree ( int x, int y ) : void
x int
y int
return void

GenerateTrees() public static method

public static GenerateTrees ( ) : void
return void

GenerateWorld() public method

public GenerateWorld ( ) : void
return void

GetFreeDroppedItemIndex() public static method

public static GetFreeDroppedItemIndex ( ) : short
return short

GetFreeProjectileSlot() public static method

public static GetFreeProjectileSlot ( ) : int
return int

HandleGameEvent() public static method

public static HandleGameEvent ( byte eventID, Packet p, NetworkPlayer player ) : void
eventID byte
p Packet
player NetworkPlayer
return void

HurtBlock() public static method

"Hurts" a block. Will automatically gib if enough damage is done.
public static HurtBlock ( int x, int y, byte damage ) : void
x int
y int
damage byte
return void

ScheduleUpdate() public static method

public static ScheduleUpdate ( int x, int y, int frames = 5 ) : void
x int
y int
frames int
return void

SendMessageToAll() public static method

public static SendMessageToAll ( string message ) : void
message string
return void

SetBlock() public static method

public static SetBlock ( NetworkPlayer placer, int x, int y, short blockID, bool notify = true, byte metaData ) : void
placer NetworkPlayer
x int
y int
blockID short
notify bool
metaData byte
return void

SetBlock() public static method

public static SetBlock ( int x, int y, short blockID, bool notify = true, byte metaData ) : void
x int
y int
blockID short
notify bool
metaData byte
return void

SetBlockMetaData() public static method

public static SetBlockMetaData ( int x, int y, byte metadata ) : void
x int
y int
metadata byte
return void

UnscheduleUpdate() public static method

public static UnscheduleUpdate ( int x, int y ) : void
x int
y int
return void

Update() public method

public Update ( GameTime time ) : void
time Microsoft.Xna.Framework.GameTime
return void

UpdateScheduled() public static method

public static UpdateScheduled ( int x, int y ) : bool
x int
y int
return bool

Property Details

BlockSize public static property

public static int BlockSize
return int

DroppedItems public static property

public static List DroppedItems
return List

GameMode public static property

public static ServerGameMode,MiningGameServer.GameModes GameMode
return MiningGameServer.GameModes.ServerGameMode

GameProjectiles public static property

public static ServerProjectile[],MiningGameServer.Entities GameProjectiles
return MiningGameServer.Entities.ServerProjectile[]

NetworkPlayers public static property

public static List NetworkPlayers
return List

Random public static property

public static Random,System Random
return System.Random

ScheduledUpdates public static property

public static List ScheduledUpdates
return List

ServerNetworkManager public static property

public static ServerNetworkManager,MiningGameServer ServerNetworkManager
return ServerNetworkManager

WorldBlocks public static property

public static BlockData[,] WorldBlocks
return ].BlockData[